#type vertex
#version 330 core

layout(location = 0) in vec2 aPos;
layout(location = 1) in vec3 aCol;
layout(location = 2) in vec2 aTex;

out vec3 FragPos;
out vec4 FragCol;
out vec2 FragTex;

void main()
{
    FragPos = vec3(aPos, 1.0);
    FragCol = vec4(aCol, 1.0);
    FragTex = aTex;
    gl_Position = vec4(aPos, 0.0, 1.0);
}

#type fragment
#version 330 core

in vec3 FragPos;
in vec4 FragCol;
in vec2 FragTex;

out vec4 FragColor;

uniform sampler2D tex0;

void main()
{
    FragColor =  texture(tex0, FragTex);
}
